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Returning 35 results for 'conceal revealing grasp to have require'.
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Monsters
Mythic Odysseys of Theros
fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an
disadvantage on the attack roll.Multiattack. Tromokratis makes three attacks: one with its pincer, one with its tail, and one with its tentacle grasp.
Pincer. Melee Weapon Attack: +18;{"diceNotation
Monsters
Journeys through the Radiant Citadel
together, whereupon the soul shaker reforms and regains all its hit points.
Unusual Nature. The soul shaker doesn’t require air, food, drink, or sleep.Crushing Grasp. Melee Weapon Attack: +7
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Crushing Grasp"} to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5","rollType":"damage","rollAction":"Crushing Grasp
Monsters
Curse of Strahd
contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll.Animated objects
simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food, drink, or sleep
Monsters
Icewind Dale: Rime of the Frostmaiden
grasp of language beyond that understanding, and can't be reasoned with or tricked with words.
Constructed Nature. A golem doesn't require air, food, drink, or sleep.Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ceilings, without making an ability check.
Unusual Nature. The alkilith doesn’t require air, food, drink, or sleep.Multiattack. The alkilith makes three Tentacle attacks.
Tentacle. Melee Weapon
", "rollDamageType":"acid"} acid damage.An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the
Magic Items
Waterdeep: Dungeon of the Mad Mage
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
cover against the attack.
7–8
The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9–10
The dodecahedron casts
Backgrounds
Sword Coast Adventurer's Guide
operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership
provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
kill. Orcus needn’t see the creature, but he must be aware that the individual is in the lair.
Grasp of the Dead. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square
Backgrounds
Guildmasters’ Guide to Ravnica
journals or hidden away in someone’s mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission’s sole purpose is to conceal the
Traits
d8
Personality Trait
1
I’m good at hiding my true thoughts and feelings.
2
When I’m in doubt about revealing something, I assume it’s a secret, and I
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features. Construct Nature. A thrull doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the fortress via the plane shift spell. Doing so might first require characters to spy on the hold’s activities. Avoiding Confrontation. Vrakir is a powerful adversary. The characters are best off avoiding a confrontation with him, at least until the Book of Vile Darkness is out of his grasp.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
automatons. Constructed Nature. An animated object doesn’t require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object
. Imagine my surprise when the blade flew from his bony grasp!
Still got the scar.”
— Levity Quickstitch,
halfling rogue
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
creatures wouldn’t feel safe.
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even
owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.
Dragon Servitors
Kobolds believe that they were created by Tiamat from the blood
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fear Effects Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw
opens, revealing a nightmarish realm of torment and slaughter. 20 Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fear Effects Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw
opens, revealing a nightmarish realm of torment and slaughter. 20 Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, whose magic does not yet fully conceal it. However, that magic prevents anyone carrying any gold or wearing any clothing that is gold in color from passing through the sphere. Open Passageway. One
section of the east wall has not yet been plastered or painted over, revealing the passageway to the chapel (area 14). The rhythmic chanting magically carried into area 3 grows louder still at the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
ways to interpret the effects and keep the players in suspense. For example, a beloved ally might come to hate a character who draws the Rogue card, and that ally might conceal their hatred for several
sessions before revealing it in a moment of sudden treachery. But new stories soon crowd out the old, and players might not be impressed if a card takes too long to manifest.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Adventures in Tepest The horror of Tepest rises from its mysterious wilderness and the seemingly idyllic community of Viktal. Here, dread lies in contrasts. Tree branches grasp like claws while every
heirloom she left behind. But she warns that the Avanc, a dangerous lake monster, swims nearby.
3 A shepherd’s youngest child went missing after a sinkhole opened in a nearby pasture, revealing a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
-wide passageway flanked by forty-foot-high bulwarks of smooth, seamless stone. An iron portcullis covered with rust blocks the entrance. Arrow slits carved into the bulwarks are dark, revealing no hint
through. However, a Small character can squeeze through an arrow slit into area A2 or A3, then attempt to raise the portcullis using the winches there. The winches are rusty and require a successful DC
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
given conflicting orders sometimes alternates between them. A golem can’t think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
signal the beginning of the end. Other signs also appear among the stars, the clouds, the seas, and world events, revealing the future to those who know how to interpret them. Divinatory Deck
; they open the mind to the presence of the All-Consuming Star, helping initiates liberate themselves from the world’s grasp. Esoterica The leaders of the Heralds of the Comet, the hierophants, reserve a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
, without making an ability check.
Unusual Nature. The alkilith doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The alkilith makes three Tentacle attacks.
Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
them, typically after being created from other leaders who betrayed their masters. Undead Nature. A skull lord doesn’t require air, food, drink, or sleep. Skull Lord
Medium undead, lawful evil
, poison spray, ray of frost, shocking grasp
1st level (4 slots): magic missile, expeditious retreat, thunderwave
2nd level (3 slots): mirror image, scorching ray
3rd level (3 slots): fear, haste
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect: d12 Effect 1–2 The dodecahedron explodes and is destroyed. Each creature within 20 feet of
–8 The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it. 9–10 The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes. 11–12 The next
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, whether the watchers on the ship are alerted to possible danger (a previous incorrect response to the signal), and whether the characters have taken all precautions to conceal their approach. Between the
applied to 2 cubic feet of dry, combustible material such as sacking, cloth, wool, or wood kindling, which is then set aflame. Bolts of silk soaked in brandy make excellent combustibles and do not require
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, shocking grasp
1st level (4 slots): fog cloud, magic missile, thunderwave
2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray
3rd level (3 slots): fireball, fly, lightning bolt
4th
functions according to Maglubiyet’s will. Masked Devils. Iron Shadows on a secret mission wear masks crafted to resemble devils, both to conceal their identities and to strike fear into their foes. Their
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
throws against any effect that turns Undead.
Actions
Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target
solution is paradoxical. Take alhoons. They require souls to keep from shriveling. I fail to see the appeal.
—Mordenkainen
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the malisons are a chime of opening and a lantern of revealing (which they use as a precaution against invisible enemies). After the malison strikes the chime for the first time, the item has 5 uses
. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, toothless mouth. The inscriptions on the pedestal have been worn away. On the king’s brow rests an engraved stone circlet, and his large hands grasp the handle of a stone warhammer, the head of which is
turned so that the weapon’s backside faces forward, the pedestal rises another 3 feet, revealing an open cavity that contains a magic circlet identical to the one worn by the statue — but fashioned from
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, but some require key cards to enter (see the “Key Cards” section). Trim on each door matches the color of the key card needed to open it. Locked doors can’t be bypassed with thieves’ tools, though a
and can grasp a passing handle to be conveyed in either direction. When a drop tube’s antigravity isn’t functioning, the tube is unlit, and its handles are motionless. A creature that enters the tube
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
life in forlorn places, carrying on forgotten through the ages of the world. Undying Hatred. Living creatures remind the specter that life is beyond its grasp. The mere sight of the living overwhelms a
retreat back into the darkness, where they remain until night falls again. Undead Nature. A specter doesn’t require air, food, drink, or sleep. Specter
Medium undead, chaotic evil
Armor Class 12
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
despoiling bloodshed.
More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can’t be so easily remedied. In such cases, a
mummy doesn’t require air, food, drink, or sleep.
Mummy
Medium undead, lawful evil
Armor Class 11 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 20 ft.
STR
16 (+3)
DEX
8
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
require hundreds of skilled spellcasters. He knows that the cult’s ultimate goal is to free Tiamat and raise her temple from the Nine Hells, and Rath’s ultimate goal is to use Tiamat and her dragons
reveal the depths of the connections between the Red Wizards (at least those friendly to Rath Modar) and the cult. The characters also find other letters from Thay revealing that clearly some Red